/Engine/Source/Runtime/Engine/Public/KeyState.h
struct FKeyState
uint8: 1
bConsumed
True if this key has been "consumed" by an InputComponent and should be ignored for further components during this update.
uint8: 1
bDown
True if this key is "down", false otherwise.
uint8: 1
bDownPrevious
Queued state information. This data is updated or flushed once player input is processed.
TArray< uint32 ...
EventAccumulator
Used to accumulate events during the frame and flushed when processed.
TArray< uint32 ...
EventCounts
How many of each event type had been received when input was last processed.
float
LastUpDownTransitionTime
Global time of last up->down or down->up transition.
uint8:  3
PairSampledAxes
Flag paired axes that have been sampled this tick. X = LSB, Z = MSB
FVector
RawValue
This is the most recent raw value reported by the device.
FVector
RawValueAccumulator
Used to accumulate input values during the frame and flushed after processing.
uint8
SampleCountAccumulator
How many samples contributed to RawValueAccumulator. Used for smoothing operations, e.g. mouse
FVector
Value
The final "value" for this control, after any optional processing.